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Equipment List

Star Wars: Knights of the Old Republic

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Adrenaline Amplifier

Saves: Reflex +2

This device improves the wearer's reflexes by triggering prolonged bursts of
adrenaline.  It is thought to be perfectly safe, with only a few instances of
unctrolled muscle spasms.

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Advanced Adrenaline Amplifier

Saves: Reflex +3

This device is an improved version of the basic model, increasing effectiveness
with fewer occurrences of side effects.  It improves reflexes by triggering
prolonged bursts of adrenaline.

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Advanced Computer Tool

Required: Droid Upgrade Class 2
Skills: Computer Use + 4

Like the basic unit, this retractable probe allows droid access to the higher
programming functions of any computer terminal, though better interface
adapters make it more effective.

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Advanced Stun Ray

Required: Droid Upgrade Class 2
Uses: ##/10
Damage: None
On Hit: Stun, 100 0.000000or 9 secs
Save: DC20 to negate stun
Range: Medium
Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

This product is a special order aftermarket modification of a Quellegh
industrial stun ray.  Very expensive to produce, most are in the hands of
government-sponsored elite troops.

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Advanced Targeting Computer

Required: Droid Upgrade Class 2
Bonus Feat: Weapon Focus - Blaster Pistol & Weapon Focus - Blaster Rifle

Meant for droids that see regular combat, this targeting unit improves on the
basic model and greatly increases battlefield performance.

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Basic Targeting Computer

Requires: Droid Upgrade Class 1
Bonus Feat: Weapon Focus (Blaster Pistol)

Battle droids come factory ready for combat, but it is still wise to invest in
targeting computer upgrades to optimize performance at range.  Cost wises with
quality, as always.

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Bendak's Blaster

Requires: Weapon Proficiency - Blaster Pistol
Damage: Energy, 2-7
Range: 23m
Critical Threat: 20-20x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand
Attack Modifier: +1
Special: Upgradable, Ranged

This blaster belonged to Bendak Starkiller, a duelist legendary on Taris.  It
is a highly adaptable weapon, and is definitely of better qualuty than any
standard issue pistol.

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Blaster Carbine

Requires: Weapon Proficiency - Blaster Rifle
Damage: Energy, 1-8
Range: 25m
Critical Threat: 19-20x2

Created initially by Gungus X Weapons, blaster carbine rifles have become very
popular in recent years, helped by falling prices due to competition from other
companies.

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Blaster Pistol

Requires: Weapon Proficiency - Blaster Pistol
Damage; Energy, 1-6
Range: 23m
Critical Threat: 20-20x2
Balanced: +2/+0 vs. two-weapon penalty if used in the off hand

The most common ranged weapon in the galaxy is the basic blaster pistol, firing
a bolt of intense coherent light powered by a replaceable power pack.

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Blaster Rifle

Requires: Weapon Proficiency - Blaster Rifle
Damage: Energy, 1-8
Range: 28m
Critical Threat: 19-20x2

More powerful than the commonly available pistol, the blaster rifle is favored
by soldiers throughout the galaxy.  Civilian ownership of these weapons is not
generally encouraged.

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Breath Mask

Requires: Armor Proficiency - Medium
Immunity: Poison
Restricted: Not useable by Wookiees

This is standard issue gear for Republic forces and most professional soldiers,
protecting against a variety of gas-based attacks.

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Brejik's Arm Band

Damage Resistance: Resist 5/- vs. Slashing

Brejik's arm band, when used in conjunction with his belt, generates an
effective barrier against melee attacks.

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Brejik's Belt

Damage Resistance: Resist 5/- vs. Bludgeoining

Brejik's belt, when used in conjunction with his arm band, produces an
effective barrier against melee attacks.

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Brejik's Gloves

Dexterity: +1

Brejik's gloves are designed to enhance the hand/eye coordination of the
wearer.

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Calo Nord's Battle Armor

Required: Armor Proficiency - Heavy
Defense Bonus: +9
Max Dexterity Bonus: +1
Damage Resistance: Resist 10/- vs. Cold
Damage Resistance: Resist 10/- vs. Fire
Damage Resistance: Resist 10/- vs. Sonic
Special: Upgradeable, Armor

Commissioned by Calo Nord, this armor was based on heavily modified Mandalorian
designs.  The maker was killed to appease Nord's ego, ensuring his suit would
forever be unique.

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Cardio Package

Requires: Implant Level 1
Constitute: +1

This implant micromanges the cardiovascular system, effectively increasing the
user's constitution faster and further than hard work and exercise might.

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Cardio-Regulator

Saves: Fortitude +2

This belt monitors heartbeat and breathing and releases chemicals into the body
should either of these become irregular.  This gives the wearer a higher
fortitude than most.

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Carth's Blaster

Requires: Weapon Proficiency - Blaster Pistol
Damage: Energy, 4-9
Range: 23m
Critical Threat: 20-20x2
Balanced: +2/0 vs. two-weapon penalty if used in off hand
Attack Modifier: +2
Special: Upgradeable, Ranged

Carth's personal blaster is based on an old Arkanian design, but he has adapted
it to incorporate all of the latest modular technology available to the
Republic.

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Clothing

These are simple garments that protect little more than the modesty of the
wearer.

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Combat Suit

Requires: Armor Proficiency - Light
Defense Bonus: +4
Max Dexterity Bonus: +5

Even the most frugal of mercenaries know they need at least some protection
from the rigors of combat, although suits of this type are recommended for
light skirmishes only.

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Computer Probe

Requires: Droid Upgrade Class 1
Skills: Computer Use +2

This retractable probe allows droid access to the higher programming functions
of any computer terminal.  Better quality probes provide cleaner access,
increasing functionality.

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Dark Jedi Knight Robe

Requires: Jedi Defense
Defense Bonus: +2
Max Dexterity Bonus: +8

Designed for those who relish personal combat, and know that power comes to
those who take it, these robes offer good protection with no hinderance to
movement.

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Disruptor Rifle

Requires: Weapon Proficiency - Blaster Rifle
Damage: Physical, 1-6
Range: 28m
Critical Threat: 20-20x2

This disruptor is even more destructive than its pistol counterpart, and is
outlawed on just as many worlds.  Disruptors reduce solid matter to its
constituent molecules.  Painfully.  Unlike typical blasters, disruptors ignore
most types of personal energy shields.

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Double-Bladed Lightsaber

Requires: Weapon Proficiency - Lightsaber
Damage: Energy, 2-20
Critical Threat: 20-20x2

These exotic weapons are rare, and most often associated with Jedi attracted to
the dark side of the Force, for whom reckless aggression is sometimes
considered an asset.  The double-bladed lightsaber is capable of inflicting
more damage - but is also less percise - than the single-bladed variant.

Colors available: Red, Yellow

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Droid Heavy Plating Type 2

Requires: Droid Upgrade Class 2
Defense Bonus: 10

A specialized variant of heavy plating, this type of durasteel alloy is not
sold in mass quantities.  More often, it is used to equip elite troops where
the initial cost of the battle droid warrants the investment.

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Droid Light Plating Type 1

Requires: Droid Upgrade Class 1
Defense Bonus: +3

A thin sheet of alloy plating is a relatively inexpensive way to improve a
droid's chance of surviving combat.  This model is an excellent option for
light-duty droids.

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Droid Light Plating Type 2

Requires: Droid Upgrade Class 2
Defense Bonus: +4

Though more for the factory floor, plating of this type is seeing more general
use.  Light but effective, this upgrade can mean the difference between repair
and replacement if a droid comes to harm.

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Droid Medium Plating Type 1

Requires: Droid Upgrade Class 1
Defense Bonus: +4

Developed by engineer Hoot Calin, this plating relies more on deflecting angles
than exotic alloys.  Cost can be prohibitive, though this is the most
affordable model of the type.

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Droid Motion Sensors Type 1

Requires: Droid Upgrade Class 1
Skills: Awareness +2

These devices allow a droid to better detect creatures hidden by stealth
shields.  This basic model is the most inexpensive of the type, and is commonly
available on many worlds.

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Echani Dueling Shield

Uses: #/5
Deflection: Energy, Electrical - 60 pts
Duration: 200 secs or max damage taken
Charges: Using this item consumes one charge.  This item is automatically
discarded after all available charges are consumed.  Items that have charges do
not stack in inventory.

Far more powerful than most forearm shields, when activated this unit absorbs
some of the incoming energy to provide good protection without the need for
bulky generators.  The unit must still be replaced after repeated use, however.

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Echani Fiber Armor

Required: Armor Proficiency - Light
Defense Bonus: 5
Max Dexterity Bonus: +5
Special: Upgradeable, Armor

Many elite Echani duelists use armor of this type, though its adaptability has
made it popular with professional soldiers and bounty hunters alike.

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Sand People Clothing

Max Dexterity Bonus: +8

These are the intricate robes of a Sand People warrior.  They seem to be in
good condition, and might allow a wearer to superfically appear to be a
member of the Sand People species.

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